by date
TSE GTKRadiant Pipeline
TSE GTKRadiant Pipeline
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | May 30, 2006 | |
| Rating: | 4.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Prairie Games |
Blog post
This might be interesting to people who aren't (currently) subscribed to the TSE forums. So, here it is in blog form. I have some other stuff cooking for TSE which I'll make a .plan about soon:
I am hard at work on a GTKRadiant -> TSE pipeline.
A few implementation notes:
1. Entirely new, blazing fast, interior renderer
2. Exports are single meshes with PVS information compressed to batch friendly areas.
3. LOD support (much like map2dif's system with replacement models are certain pixel ranges)
4. Something pretty exciting that I am not quite ready to talk about...
GTKRadiant + q3map2 notes:
1. ROBUST brush processing with minimal face generation (metasurfaces)
2. **Excellent** lighting model with radiosity
3. Bezier curve support
4. ASE and MD3 models can be baked in and will generate/recieve lighting information.
5. PVS generation and artist controlled area portals
6. Extensive surface parameters, artist definable collision brushes, etc
7. Accurate pathfinding generation via BSPC
Here are some screenshots, please excuse the Quake3 assets I am using for testing :)
Check out what a little HDR and focal length modulation does for the atmosphere. I have the HDR up a tad high for my tastes, but I wanted to make sure it was evident. The effect is also a bit nicer in motion, static screenshots don't really show it.
Enjoy!



-Josh Ritter
http://www.prairiegames.com
I am hard at work on a GTKRadiant -> TSE pipeline.
A few implementation notes:
1. Entirely new, blazing fast, interior renderer
2. Exports are single meshes with PVS information compressed to batch friendly areas.
3. LOD support (much like map2dif's system with replacement models are certain pixel ranges)
4. Something pretty exciting that I am not quite ready to talk about...
GTKRadiant + q3map2 notes:
1. ROBUST brush processing with minimal face generation (metasurfaces)
2. **Excellent** lighting model with radiosity
3. Bezier curve support
4. ASE and MD3 models can be baked in and will generate/recieve lighting information.
5. PVS generation and artist controlled area portals
6. Extensive surface parameters, artist definable collision brushes, etc
7. Accurate pathfinding generation via BSPC
Here are some screenshots, please excuse the Quake3 assets I am using for testing :)
Check out what a little HDR and focal length modulation does for the atmosphere. I have the HDR up a tad high for my tastes, but I wanted to make sure it was evident. The effect is also a bit nicer in motion, static screenshots don't really show it.
Enjoy!



-Josh Ritter
http://www.prairiegames.com
Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
|---|
Submit your own resources!| Surge (May 30, 2006 at 20:24 GMT) |
| Juan Rubio (May 30, 2006 at 20:40 GMT) |
All I can say is damn. I dont want this to be a fanboy type posting but this is very nice. Very nice work.
| Prairie Games (May 30, 2006 at 20:50 GMT) |
I've been chomping at the bit for a long, long time to use GTKRadiant and q3map2 commercially... it's a whole lot of fun to work on this stuff.
| Juan Rubio (May 30, 2006 at 20:57 GMT) |
| Timothy Aste (May 30, 2006 at 21:12 GMT) Resource Rating: 5 |
| Dunsany (May 30, 2006 at 21:34 GMT) |
| Hege Berntsen (May 30, 2006 at 21:44 GMT) Resource Rating: 5 |
| Chris \"C2\" Byars (May 30, 2006 at 21:48 GMT) |
GTKRadiant is my expertise, and I would LOVE to have a pipeline to TSE like this, purely amazing work. I seriously cannot wait for this! :)
| Alexander "taualex" Gaevoy (May 30, 2006 at 22:46 GMT) |
You've accumulated alot of resources during the MOM development, it would be nice if you can roll them out as packs for the community, even in commercial way. I would buy MOM GUI packs and minimaps ;)
| Dave Calabrese (May 30, 2006 at 23:51 GMT) |
Also, I used to do a decent bit of Quake3 mapping and reverse-engineering of their existing levels. It's pretty cool to see some shots that actually look very close to the original Quake 3 versions, only in a different engine! In the second shot, those large curve structures (and the 'tongue' in the third shot), if I remember right, were actually done with curve patch-meshes... weren't they? I guess I'm wondering if either I'm remembering that wrong, or if you are playing with some sort of patch-mesh implementation.
| Prairie Games (May 31, 2006 at 00:17 GMT) |
@Dave: Last year GTKRadiant was $5k to license for commercial use. It was placed under the GPL license in February of this year. It's now as free to use as Gimp and Blender :)
Edited on May 31, 2006 00:31 GMT
| Alexander "taualex" Gaevoy (May 31, 2006 at 02:14 GMT) |
Do you consider some help to do that? If fact, you may make additional income off those.
| Andrew Hull (May 31, 2006 at 02:20 GMT) |
From the QERadiant page:
Quote:
Commercial use requires a License from Id Software, which can be obtained independently from any engine License. See Id Software Technology Licensing page for more information.
| Dave Calabrese (May 31, 2006 at 02:29 GMT) |
@Josh: Those have got to be patch meshes... come on, you're implementing patch mesh code, aren't you! Or you're being sneaky and doing something unexpected... ;) To my knowledge they're basically just DTS style objects (in Torque terms), so I'd imagine you could have an editor that already supports creation of them to convert to .DTS maps at build time and place in the mission file at the appropriate locations....
| David Montgomery-Blake (May 31, 2006 at 03:44 GMT) |
Quote:
February 17th 11:25:27 AM 2006 - Updated by [ TTimo ]
Following last summer's release of Quake III Arena source code and tools under the GPL license, id is now placing GtkRadiant and q3map2 under GPL license. We are also providing in this release a number of Quake II tools that never made it under GPL when we packaged Quake II source code.
GtkRadiant [1] is the heavily modified version of QERadiant and Q3Radiant ( id's level editors used during Quake II and Quake III Arena development ). It runs on Microsoft Windows platforms, GNU/Linux, MacOS X, and supports level editing for many id technology games [2].
A tarball of the initial release is available from our ftp server [3], and the development website [4] now holds a subversion repository with the GPL code. We expect development on the editor to continue as usual, and hope that many new developers will join us [5] :-)
If you are worried about some semblance of dual licensing, get the GPL source and compile it yourself under the license.
@Josh
Looks great as usual. I can't wait to see what else you have on your plate over at PG!
| J.C. Smith (May 31, 2006 at 03:47 GMT) |
| Marcus (May 31, 2006 at 04:09 GMT) |
| Matt Vitelli (May 31, 2006 at 05:43 GMT) |
| Jorgen Ewelonn (May 31, 2006 at 08:05 GMT) |
wow josh
| Andrew Brady (Aug 06, 2007 at 00:42 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



4.3 out of 5


